Computer Gaming World Issue 26
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XXIX Congress Report XXIX Planetary Congress • Austria • 2016 Photos: OEWF
XXIX Congress Report XXIX Planetary Congress • Austria • 2016 Photos: OEWF 1 John-David Bartoe, 2 Alexander Ivanchenkov, 3 Ulrich Walter, 4 Gerhard Thiele, 5 Georgi Iva- nov, 6 Yuri Gidzenko, 7 Bertalan Farkas, 8 Kevin Ford, 9 Pavel Vinogradov, 10 Charlie Walker, 11 Kimiya Yui, 12 Anatoli Artsebarskii, 13 Shannon Lucid, 14 Reinhold Ewald, 15 Claudie Haigneré, 16 Joe Acaba, 17 Ernst Messerschmid, 18 Jan Davis, 19 Franz Viehbock, 20 Loren Shriver, 21 Miroslaw Hermaszewski. 22 Sultan bin Salman al-Saud, 23 Yang Liwei, 24 Richard Garriott, 25 Mark Brown, 26 Carl Walz, 27 Bill McArthur, 28 Owen Garriott, 29 Anna Fisher, 30 George Zam- ka, 31 Rick Hieb, 32 Jerry Ross, 33 Alexander Volkov, 34 André Kuipers, 35 Jean-Pierre Haign- eré, 36 Toktar Aubakirov, 37 Kay Hire, 38 Michael Fincke, 39 John Fabian, 40 Pedro Duque, 41 Michael Foreman, 42 Sergei Avdeev, 43 Vladimir Kovolyonok, 44 Alexandar Aleksandrov, 45 Alexander Alexandrov, 46 Drew Feustel, 47 Dumitru Prunariu, 48 Alexei Leonov, 49 Rusty Sch- weickart, 50 Klaus-Dietrich Flade, 51 Anton Shkaplerov, 52 Alexander Samokutyaev, 53 Sergei Krikalev, 54 Viktor Savinykh, 55 Soichi Noguchi, 56 Bonnie Dunbar, 57 Vladimir Aksyonov, 58 Scott Altman, 59 Yuri Baturin, 60 Susan Helms, 61 Ulf Merbold, 62 Stephanie Wilson, 63 Chiaki Mukai, 64 Charlie Camarda, 65 Julie Payette, 66 Dick Richards, 67 Yuri Usachev, 68 Michael Lo- pez-Alegria, 69 Jim Voss, 70 Rex Walheim, 71 Oleg Atkov, 72 Bobby Satcher, 73 Valeri Tokarev, 74 Sandy Magnus, 75 Bo Bobko, 76 Helen Sharman, 77 Susan Kilrain, 78 Pam Melroy, 79 Janet Kavandi, 80 Tony Antonelli, 81 Sergei Zalyotin, 82 Frank De Winne, 83 Alexander Balandin, 84 Sheikh Muszaphar, 85 Christer Fuglesang, 86 Nikolai Budarin, 87 Salizhan Sharipov, 88 Vladimir Titov, 89 Bill Readdy, 90 Bruce McCandless II, 91 Vyacheslav Zudov, 92 Brian Duffy, 93 Randy Bresnik, 94 Oleg Artemiev XXIX Planetary Congress • Austria • 2016 One hundred and four astronauts and cosmonauts from 21 nations gathered Oc- tober 3-7, 2016 in Vienna, Austria for the XXIX Planetary Congress of the Associa- tion of Space Explorers. -
Real-Time Hermeneutics: Meaning-Making in Ludonarrative Digital Games Jyväskylä: University of Jyväskylä, 2015, 1 P
JYVÄSKYLÄ STUDIES IN HUMANITIES 250 Jonne Arjoranta Real-Time Hermeneutics Meaning-Making in Ludonarrative Digital Games JYVÄSKYLÄ STUDIES IN HUMANITIES 250 Jonne Arjoranta Real-Time Hermeneutics Meaning-Making in Ludonarrative Digital Games Esitetään Jyväskylän yliopiston humanistisen tiedekunnan suostumuksella julkisesti tarkastettavaksi yliopiston Athenaeum-rakennuksen salissa A103 huhtikuun 24. päivänä 2015 kello 12. Academic dissertation to be publicly discussed, by permission of the Faculty of Humanities of the University of Jyväskylä, in building Athenaeum, hall A103, on April 24, 2015 at 12 o’clock noon. UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 Real-Time Hermeneutics Meaning-Making in Ludonarrative Digital Games JYVÄSKYLÄ STUDIES IN HUMANITIES 250 Jonne Arjoranta Real-Time Hermeneutics Meaning-Making in Ludonarrative Digital Games UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 Editors Raine Koskimaa The Department of Art and Culture Studies, University of Jyväskylä Pekka Olsbo, Timo Hautala Publishing Unit, University Library of Jyväskylä Jyväskylä Studies in Humanities Editorial Board Editor in Chief Heikki Hanka, Department of Art and Culture Studies, University of Jyväskylä Petri Karonen, Department of History and Ethnology, University of Jyväskylä Paula Kalaja, Department of Languages, University of Jyväskylä Petri Toiviainen, Department of Music, University of Jyväskylä Tarja Nikula, Centre for Applied Language Studies, University of Jyväskylä Raimo Salokangas, Department of Communication, University of Jyväskylä Cover picture by Jonne Arjoranta. Picture is based on public domain illustration by Jessica Westbrook (http://www.clker.com/clipart-bigps3controller.html) URN:ISBN:978-951-39-6164-0 ISBN 978-951-39-6164-0 (PDF) ISSN 1459-4331 ISBN 978-951-39-6163-3 (nid.) ISSN 1459-4323 Copyright © 2015, by University of Jyväskylä Jyväskylä University Printing House, Jyväskylä 2015 ABSTRACT Arjoranta, Jonne Real-Time Hermeneutics: Meaning-Making in Ludonarrative Digital Games Jyväskylä: University of Jyväskylä, 2015, 1 p. -
Following the Path That Heroes Carved Into History: Space Tourism, Heritage, and Faith in the Future
religions Article Following the Path That Heroes Carved into History: Space Tourism, Heritage, and Faith in the Future Deana L. Weibel Departments of Anthropology and Integrative, Religious, and Intercultural Studies, Grand Valley State University, Allendale, MI 49401, USA; [email protected] Received: 29 November 2019; Accepted: 28 December 2019; Published: 2 January 2020 Abstract: Human spaceflight is likely to change in character over the 21st century, shifting from a military/governmental enterprise to one that is more firmly tied to private industry, including businesses devoted to space tourism. For space tourism to become a reality, however, many obstacles have to be overcome, particularly those in finance, technology, and medicine. Ethnographic interviews with astronauts, engineers, NASA doctors, and NewSpace workers reveal that absolute faith in the eventual human occupation of space, based in religious conviction or taking secular forms, is a common source of motivation across different populations working to promote human spaceflight. This paper examines the way faith is expressed in these different contexts and its role in developing a future where space tourism may become commonplace. Keywords: anthropology; tourism; spaceflight; NASA; heritage; exploration 1. Introduction Space tourism is an endeavor, similar to but distinctly different from other forms of space travel, that relies on its participants’ and brokers’ faith that carrying out brave expeditions, modeled on and inspired by those in the past, will ultimately pay off in a better future for humankind. Faith, in this case, refers to a subjective sense that a particular future is guaranteed and may or may not have religious foundations. This faith appears to be heightened by the collective work undertaken by groups endeavoring to send humans into space, creating a sense of what anthropologists Victor and Edith Turner have described as communitas, a shared feeling of equality and common purpose. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Origin Systems Article
'Standing, left to right: Ken Arnold, Mike Ward, Laurie Thatcher, James Van Artsdalen, Helen Garriott, John Van Artsdalen Seated: Richard Garriott, Robert Garriott, Chuck Bueche. ORIGIN SYSTEMS As unlikely a pair as Chuck Bueche and Richard Garriott seem to be, novation to the marketplace. the synthesis of their personalities is the fuel for Origin Systems . One of the areas to watch is Garriott's Ultima series, The soul of Chuck Bueche, who prefers the moniker "Chuckles," and Richard Ultima has had four incarnations, beginning with Akalabeth and currently Garriott, better known in Apple circles as Lord British, are the principal existing in Exodus: Ultima III. Despite the apparent one-dimensional players of Origin Systems. Garriott's brother Robert, who likes to be theme, each Ultima seems like a completely different game, since each called "Robert," handles the business end of the company . differs so markedly from the last. The differences between scenarios Anyone familiar with Chuckles and Lord British only through their isn't much by choice, but rather because Garriott keeps finding more works would never picture the two working together. Chuckles is a car- ways to enhance the game by teaching the computer to perform more toon; British is a fantasy hero. Chuckles is Papa Smurf; British is Kull tricks, Eventually, Garriott hopes to develop the ultime Ultima setup the Conqueror. One is cotton candy and ice cream; the other is roast and then develop scenarios using that setup. pheasant and ale, New Company's New Idea. One area of computer games that has Misnomer. Origin Systems can be labeled a newcomer to the com- been explored minimally, if at all, is Steve Jackson microgames. -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
History of Britannia, Travellers Will Have Brought Back More Information on These Unexplored Regions, So That the Map May Be Completely Filled In
I, Lord British, would like to thank Roe R. Adams III for his invaluable collaboration on the plots of the great quests and for his writings contained within this manuscript. Further thanks go out to: Dave Albert for his writings, contained within the Book of Wis- dom; and his editing of these works. Denis R. Loubet for the magnificent illustrations within the text. Patricia Hunter and Marsha Meuse for their graphics works found in the game. Chuck Bueche and Steve Meuse for their programming aid when I needed it so desperately. Kenneth W. Arnold for his masterful music on those versions in which it is contained. Bob MacMillan, Brendan McSheffrey, John McSheffrey, Jeff Hillhouse, Donna Gagne, Juli Rappolt, Richard Garriott, and Robert Garriott for their time and insights during playtest. 340 HARVEY ROAD MANCHESTER, NH 03103 ©1985 Origin Systems, Inc. All rights reserved. Ultima and Lord British are trademarks of Richard Garriott. CHAPTER I POLITICAL HISTORY The Dark Ages of Britannia is the name given to that long span of time when the infamous Triad Of Evil stalked the lands and challenged all for the supremacy of the soul. The First Era of the Dark Ages came to an end with the downfall of the evil Wizard Mondain and his many minions, as chronicled in Ultima I. The Lords of the lands were weak and scattered, rendered ineffective by factional wars. It was only through the valiant efforts of an itinerant adventurer that the foul Mondain was tracked to his hidden lair and slain. But a few years of restless peace followed Mondains down- fall. -
Origin-Catalog-Alt
Imagination knows no boundaries. It is the mind stretching beyond reality, seeking experiences in the wild reaches of another dimension and retaining only the sensory im prints - as memory. If it were possible to share in these intricate, imagina tive journeys as active participants, then the journeys would be ulti mate experiences. And • • • and never ends. they are! Origin Systems has translated complex fanta sies to the physical circuitry of the computer and shared the fantasy in role-playing experiences. Enter the hig hly complex world of computer gaming and seek one name . Origin Systems ... where the fantasy never ends. High adventure OEBIUtJ The island kingdom of Khantun has fallen on in an Oriental evil times. A renegade warlord has stolen the world of magic, Orb of Celestial Harmony and upset the deli cate balance of natural forces that preserve mysticism and the land. Moebius the Wind walker is power intrigue. less to intervene directly and must send you, his disciple, to seek out the evil war lord and wrest the Orb from his clutches. Armed only with a sword, food , water, and some medicine, you must traverse the four realms of Earth, Water, Air, and Fire in search of the Orb. In each realm you will have to face ninja-like assassins and thieving palace guards, as well as evil monks who hurl fireballs at the slightest prov ocation . It is up to you to right the wrongs inflicted on the people of Khan tun and to restore the shrines of Moebius to their former glory. You can fight any opponent using your martial arts skills or your sword, but you will pay a high price for terroriz ing innocent villagers or any other cowardly acts. -
Activisionad2.Pdf
TEMPTAT10N. HACKER'" THE ACTIVISION LITTLE COMPUTER PEOPLE lbstumble Into get 1D art wllh. "The most fabulous game I've ever run across."-Dave Plotkin, Antic DISCOVERY KIT'" -.ebodyelle'l ~ lt.FI'am compuwsyDrn. lhere.ll\upiDyou. Magazine After years of speculation and months of intensive work, the Activi lfyau'ledewr sion Little Computer People Research Group has successfully discov 1b be........ "Hacker is every gamer's fantasy come true."-Arnie Katz, Consumer placeyau'rw ered and actually lured out small, living creatures who have been reolly nat sup· Software News pc.d ID be. you aJUid living in the confines of standard, everyday computers. lvtd ID get lhe ........... wartd The only thing we can add is that it was designed by legendary de And now you too can join in on the discovery by actually meeting the signer Steve Cartwright. HACKER. Little Computer People (LCP) in your computer. We'll give you every Available for: Commodore 64'"/128'" and Amiga;• Apple ~ 11 series, thing you'll need for the task: A special2V> story house-on-a-disk Macintosh,'" Atari~ ST; • 800/XE/XL and compatible systems. (your Little Computer Person's new residence), an informative guide to the care of and communication with LCP, an authorized "Deed" enabling you to register your house-on-a-disk and your own copy of Modern Computer People-a fabulous, full-color magazine which chron icles the discovery of the LCPs! Research in progress on: Commodore 64/128 and Apple II series computers. Commodore 64/128 version shown. I AmigaT'" version shown. I / ALTER EGO'" " .. -
Annual Report2011 Web (Pdf)
ANNUAL REPORT 2 011 INTRODUCTION 3 CHAPTER 1 The PEGI system and how it functions 4 TWO LEVELS OF INFORMATION 5 GEOGRAPHY AND SCOPE 6 HOW A GAME GETS A RATINg 7 PEGI ONLINE 8 PEGI EXPRESS 9 PARENTAL CONTROL SYSTEMS 10 CHAPTER 2 Statistics 12 CHAPTER 3 The PEGI Organisation 18 THE PEGI STRUCTURE 19 PEGI s.a. 19 Boards and Committees 19 PEGI Council 20 PEGI Experts Group 21 THE FOUNDER: ISFE 22 THE PEGI ADMINISTRATORS 23 NICAM 23 VSC 23 PEGI CODERS 23 CHAPTER 4 PEGI communication tools and activities 25 INTRODUCTION 25 SOME EXAMPLES OF 2011 ACTIVITIES 25 PAN-EUROPEAN ACTIVITIES 33 PEGI iPhone/Android app 33 Website 33 ANNEXES 34 ANNEX 1 - PEGI CODE OF CONDUCT 35 ANNEX 2 - PEGI SIGNATORIES 45 ANNEX 3 - PEGI ASSESSMENT FORM 53 ANNEX 4 - PEGI COMPLAINTS 62 INTRODUCTION © Rayman Origins -Ubisoft 3 INTRODUCTION Dear reader, PEGI can look back on another successful year. The good vibes and learning points from the PEGI Congress in November 2010 were taken along into the new year and put to good use. PEGI is well established as the standard system for the “traditional” boxed game market as a trusted source of information for parents and other consumers. We have almost reached the point where PEGI is only unknown to parents if they deliberately choose to ignore video games entirely. A mistake, since practically every child or teenager in Europe enjoys video games. Promoting an active parental involvement in the gaming experiences of their children is a primary objective for PEGI, which situates itself at the heart of that. -
Activision-Catalog
A l#Jrld ofDifference .· ·:.. ~ \~ :· ;': . .· ":" ~'.'' . ~ ·' .... ""· ~ · ' : !_· .-.. ~ ·:· •• ·: ./' "' -~ ·. .. ... ' :·. ·- ~·,. ~. ·.· .. .. ' . ... ·.:· · ..- ..:. : ·.• ~::- , ___;. -:: : ,\. ' . !,' .. ' -· ' . .. · .• • . • ~ .. 't'. :: ·: ~ ••• .. '"< .._, .-· 1>, • f \. ·. ~. •. ·: · .•·:. _:·:: ..J _~_: : . ... ._: .... :. ... ... ; ·. -::. ~\\!;_ ·_ ~· · :_.~~·:":. .: ..: =.·_,_\_ ,.~ i~·::; '.' .;~; '): . .. ·. · A :· :,- .'· • -~ • ... · _.: : • .f - ~ :.· ~- "' . ~ ·. : ~ :_ ..· · .. - .:_ ~--. : ~ .: .~ . -.·., ..:. ::.>- :. ' .. ~-· ... ·. ~ . ·~ ~- Activision's .· ·'.. Entertainment Software ~ ~· . · ... ·:. -~ .. -· ... .: r'· , ,•• •••• . ~ .. is recognized as the "... best .• . ·.' : . "' . •. - ~:·. HOWARD THE DUCK" . ·' ·. .. -· entertainment line in the business." ~· •, : _... : . ·.. .. This year is no exception. As a follow Adventure on Volcano up to the ever popular Hacker, we've Island" -·. ' . ~ . ; ... , Created by Tray Ly11don, Scott On; Harold Seeley and ... released Hacker JPM: The Doomsday john Cutter. Papers. And the exciting Aliens r~ is coming. Both programs feature the Quack-fu to the rescue. What if your two best friends suddenly ,.: -.. ~ same innovation that has made Activi •.. disappeared? What if they were being sion Entertainment Software the all held prisoner in an active volcano by time favorite of fans. And, with more a dark overlord? What if to save them titles in the works, we're going to keep ..... · you had to fight off an army of mutants? '. it that way. Brave high winds in an -
Liste Des Jeux - Version 64Go
Liste des Jeux - Version 64Go Arcade 4562 Atari 2600 2271 Atari 5200 101 Atari 7800 52 Coleco Vision 151 Commodore 64 7294 Family Disk System 43 Game & Watch 58 Gameboy 621 Gameboy Advance 951 Gameboy Color 502 Game Gear 277 GX4000 25 Lynx 84 Master System 373 Megadrive 1030 Neo-Geo Pocket 9 Neo-Geo Pocket Color 81 Neo-Geo 152 NES 1822 PC-Engine 291 PC-Engine CD 4 PC-Engine SuperGrafx 97 Pokemon Mini 25 Playstation 22 Satellaview 66 Sega 32X 30 Sega CD 35 Sega SG-1000 64 SNES 1461 Sufami Turbo 15 Vectrex 75 Virtual Boy 24 WonderSwan 102 WonderSwan Color 83 Total 22853 Arcade FBA 1 10-yard Fight (World, set 1) Arcade FBA 2 18 Holes Pro Golf (set 1) Arcade FBA 3 1941: Counter Attack (World 900227) Arcade FBA 4 1942 (Revision B) Arcade FBA 5 1943 Kai: Midway Kaisen (Japan) Arcade FBA 6 1943: The Battle of Midway (Euro) Arcade FBA 7 1943: The Battle of Midway Mark II (US) Arcade FBA 8 1943mii Arcade FBA 9 1944 : The Loop Master (USA 000620) Arcade FBA 10 1944: The Loop Master (USA 000620) Arcade FBA 11 1945k III Arcade FBA 12 1945k III (newer, OPCX2 PCB) Arcade FBA 13 19XX : The War Against Destiny (USA 951207) Arcade FBA 14 19XX: The War Against Destiny (USA 951207) Arcade FBA 15 2020 Super Baseball Arcade FBA 16 2020 Super Baseball (set 1) Arcade FBA 17 3 Count Bout Arcade FBA 18 3 Count Bout / Fire Suplex (NGM-043)(NGH-043) Arcade FBA 19 3x3 Puzzle (Enterprise) Arcade FBA 20 4 En Raya (set 1) Arcade FBA 21 4 Fun In 1 Arcade FBA 22 4-D Warriors (315-5162) Arcade FBA 23 4play Arcade FBA 24 64th.